level 3
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+10
-1
@@ -5,7 +5,7 @@ extends Area2D
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@onready var player = %player
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@onready var audio_stream_player = $AudioStreamPlayer
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@onready var music = %Music
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@export var level_score : int
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func _on_body_entered(body):
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animation_player.play("change_scene")
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@@ -13,5 +13,14 @@ func _on_body_entered(body):
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music.stop()
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func load_new_scene():
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var config = ConfigFile.new()
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var err = config.load("user://config.cfg")
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if err == OK:
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var available_level = config.get_value("level", "available_level", 0)
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level_score = level_score if level_score > available_level else available_level
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config.set_value("level", "available_level", level_score)
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config.save("user://config.cfg")
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get_tree().change_scene_to_file("res://scenes/levels/" + load_level + ".tscn")
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+11
-6
@@ -1,15 +1,20 @@
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extends CanvasLayer
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@onready var buttons = [$Control/Button_1, $Control/Button_2, $Control/Button_3]
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var available_level = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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var config = ConfigFile.new()
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var err = config.load("user://config.cfg")
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if err == OK:
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available_level = config.get_value("level", "available_level", 1)
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else:
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available_level = 1
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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for i in range(0, available_level):
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if i < len(buttons):
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buttons[i].disabled = false
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func _on_button_pressed(extra_arg_0):
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get_tree().change_scene_to_file("res://scenes/levels/level_"+ extra_arg_0 +".tscn")
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@@ -27,10 +27,10 @@ func _physics_process(delta):
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if ray_cast_left_2 == null:
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return
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if ray_cast_left.is_colliding() or ray_cast_left_2.is_colliding():
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if (ray_cast_left.is_colliding() or ray_cast_left_2.is_colliding()) and not is_down:
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speed = abs(speed)
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animated_sprite_2d.flip_h = true
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elif ray_cast_right.is_colliding() or ray_cast_right_2.is_colliding():
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elif (ray_cast_right.is_colliding() or ray_cast_right_2.is_colliding()) and not is_down:
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speed = -abs(speed)
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animated_sprite_2d.flip_h = false
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+9
-1
@@ -12,6 +12,7 @@ extends CharacterBody2D
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@onready var shrink_sound = $shrinkSound
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@onready var die_player = $diePlayer
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@onready var music = %Music
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@onready var timer_fire = $timer_fire
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const SPEED = 130.0
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@@ -36,6 +37,7 @@ var crawl = false
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var fire = false
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var toucht_velocity = Vector2.ZERO
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var t_velocity = 0
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var can_fire = 0
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@export var fireball_prefab : PackedScene
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@@ -101,7 +103,8 @@ func _physics_process(delta):
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velocity.y = JUMPt_velocity
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# check fireball
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if is_flower and (Input.is_action_just_pressed("flower") or fire):
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if is_flower and (Input.is_action_just_pressed("flower") or fire) and can_fire < 2:
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can_fire += 1
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fire = false
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var instance = fireball_prefab.instantiate()
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get_parent().add_child(instance)
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@@ -110,6 +113,7 @@ func _physics_process(delta):
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instance.linear_velocity.x = -200 if animated_sprite_2d.flip_h else 200
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instance.linear_velocity.y = 50
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instance.angular_velocity = 0
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timer_fire.start()
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# get input
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@@ -216,3 +220,7 @@ func _on_pipe_timer_timeout():
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func _on_pipe_timer_half_timeout():
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position = pipe_target
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func _on_timer_fire_timeout():
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can_fire = 0
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